Hmmmmm....
And what exactly that would be beyond getting better tools to do what you already do?
Once again: for a game mechanic to be engaging (in an MMO context like Elite especially) it needs to meet two requirements:
1) be "mechanically" fun to do (so for ex. BH is fun because the flight model is great, the outfitting options are many...and so on. Piracy is fun because it requires the identification of a target, the use of a specialized module, the picking up of the cargo. Trading is (now) fun because requires planning of the best trade route based upon the state of the markets);
2) to give a long-term reward, something that "stays" after the fun activity has ended. This is what explains the existence of experience points in many RPGs, of monetary rewards, of loot...
2) to give a long-term reward, something that "stays" after the fun activity has ended. This is what explains the existence of experience points in many RPGs, of monetary rewards, of loot...
Elite has no experience points, no "loot", nothing that "stays" with you: only money (credits) is such a reward and measure of progression. And if the long term economic reward for activity X (which maybe takes a long time to complete) is risible (i.e. offers less than 1/10th) as compared to half hour of killing skimmers and self-destructing...the second requirement of being an engaging mechanic isn't met, and people will stop doing those activities.
To me, this looks like a failure in game design, as it disincentivizes players to do the activities you designed for them to do in the first place.